| 1 | /* terragen.c: Terrain generator |
| 2 | * |
| 3 | * Micropolis, Unix Version. This game was released for the Unix platform |
| 4 | * in or about 1990 and has been modified for inclusion in the One Laptop |
| 5 | * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If |
| 6 | * you need assistance with this program, you may contact: |
| 7 | * http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org. |
| 8 | * |
| 9 | * This program is free software: you can redistribute it and/or modify |
| 10 | * it under the terms of the GNU General Public License as published by |
| 11 | * the Free Software Foundation, either version 3 of the License, or (at |
| 12 | * your option) any later version. |
| 13 | * |
| 14 | * This program is distributed in the hope that it will be useful, but |
| 15 | * WITHOUT ANY WARRANTY; without even the implied warranty of |
| 16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| 17 | * General Public License for more details. You should have received a |
| 18 | * copy of the GNU General Public License along with this program. If |
| 19 | * not, see <http://www.gnu.org/licenses/>. |
| 20 | * |
| 21 | * ADDITIONAL TERMS per GNU GPL Section 7 |
| 22 | * |
| 23 | * No trademark or publicity rights are granted. This license does NOT |
| 24 | * give you any right, title or interest in the trademark SimCity or any |
| 25 | * other Electronic Arts trademark. You may not distribute any |
| 26 | * modification of this program using the trademark SimCity or claim any |
| 27 | * affliation or association with Electronic Arts Inc. or its employees. |
| 28 | * |
| 29 | * Any propagation or conveyance of this program must include this |
| 30 | * copyright notice and these terms. |
| 31 | * |
| 32 | * If you convey this program (or any modifications of it) and assume |
| 33 | * contractual liability for the program to recipients of it, you agree |
| 34 | * to indemnify Electronic Arts for any liability that those contractual |
| 35 | * assumptions impose on Electronic Arts. |
| 36 | * |
| 37 | * You may not misrepresent the origins of this program; modified |
| 38 | * versions of the program must be marked as such and not identified as |
| 39 | * the original program. |
| 40 | * |
| 41 | * This disclaimer supplements the one included in the General Public |
| 42 | * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS |
| 43 | * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY |
| 44 | * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF |
| 45 | * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS |
| 46 | * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES, |
| 47 | * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY, |
| 48 | * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY |
| 49 | * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING, |
| 50 | * USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST |
| 51 | * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL |
| 52 | * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE |
| 53 | * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE |
| 54 | * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE |
| 55 | * CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR |
| 56 | * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME |
| 57 | * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED |
| 58 | * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A |
| 59 | * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY |
| 60 | * NOT APPLY TO YOU. |
| 61 | */ |
| 62 | |
| 63 | /* Micropolis simulator code. Copyright 1988, 1989 Maxis, Will Wright */ |
| 64 | /* modified by Paul Schmidt 10-89 to implement terrain editor quickly... - rax */ |
| 65 | |
| 66 | #include "..\sim\sim.h" |
| 67 | |
| 68 | #define TRUE 1 |
| 69 | #define FALSE 0 |
| 70 | #define WORLD_X 120 |
| 71 | #define WORLD_Y 100 |
| 72 | #define RIVER 2 |
| 73 | #define REDGE 3 |
| 74 | #define CHANNEL 4 |
| 75 | #define WOODS 37 |
| 76 | #define BL 4096 |
| 77 | #define BN 8192 |
| 78 | #define BLN BL+BN |
| 79 | |
| 80 | #define WATER_LOW 2 /* range for water */ |
| 81 | #define WATER_HIGH 20 |
| 82 | #define WOODS_LOW 21 /* range for woods */ |
| 83 | #define WOODS_HIGH 39 |
| 84 | |
| 85 | static int XStart, YStart; |
| 86 | static int Dir, LastDir; |
| 87 | |
| 88 | /* trash values for GRand() */ |
| 89 | static int GRanArray[5] = { 1018,4521,202,419,3 }; |
| 90 | |
| 91 | extern int treeLevel; /* level for tree creation (terra.c) */ |
| 92 | extern int lakeLevel; /* level for lake creation (terra.c) */ |
| 93 | extern int curvLevel; /* level for river curviness (terra.c) */ |
| 94 | |
| 95 | rax_ClearMap() |
| 96 | { |
| 97 | register int x, y; |
| 98 | |
| 99 | for (x=0; x<WORLD_X; x++) |
| 100 | for (y=0; y<WORLD_Y; y++) |
| 101 | Map[x][y] = 0; |
| 102 | } |
| 103 | |
| 104 | rax_WaterEdges() /* set water edges */ |
| 105 | { |
| 106 | register int x,y; /* temporary counters */ |
| 107 | |
| 108 | for(x=0;x < WORLD_X;x++) { |
| 109 | for(y=0;y < WORLD_Y;y++) { |
| 110 | if((Map[x][y]&LOMASK) >= WATER_LOW && (Map[x][y]&LOMASK) <= WATER_HIGH) { /* if water */ |
| 111 | if(x > 0) { |
| 112 | if((Map[x-1][y]&LOMASK) < WATER_LOW || (Map[x-1][y]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ |
| 113 | goto edge; |
| 114 | } |
| 115 | } |
| 116 | if(x < WORLD_X-1) { |
| 117 | if((Map[x+1][y]&LOMASK) < WATER_LOW || (Map[x+1][y]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ |
| 118 | goto edge; |
| 119 | } |
| 120 | } |
| 121 | if(y > 0) { |
| 122 | if((Map[x][y-1]&LOMASK) < WATER_LOW || (Map[x][y-1]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ |
| 123 | goto edge; |
| 124 | } |
| 125 | } |
| 126 | if(y < WORLD_Y-1) { |
| 127 | if((Map[x][y+1]&LOMASK) < WATER_LOW || (Map[x][y+1]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ |
| 128 | edge: |
| 129 | Map[x][y]=REDGE; /* set river edge */ |
| 130 | continue; |
| 131 | } |
| 132 | } |
| 133 | } |
| 134 | } |
| 135 | } |
| 136 | for(x=0;x < WORLD_X;x++) { |
| 137 | for(y=0;y < WORLD_Y;y++) { |
| 138 | if((Map[x][y]&LOMASK) != CHANNEL && (Map[x][y]&LOMASK) >= WATER_LOW && (Map[x][y]&LOMASK) <= WATER_HIGH) { /* if water which is not a channel */ |
| 139 | if(x > 0) { |
| 140 | if((Map[x-1][y]&LOMASK) < WATER_LOW || (Map[x-1][y]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ |
| 141 | continue; |
| 142 | } |
| 143 | } |
| 144 | if(x < WORLD_X-1) { |
| 145 | if((Map[x+1][y]&LOMASK) < WATER_LOW || (Map[x+1][y]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ |
| 146 | continue; |
| 147 | } |
| 148 | } |
| 149 | if(y > 0) { |
| 150 | if((Map[x][y-1]&LOMASK) < WATER_LOW || (Map[x][y-1]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ |
| 151 | continue; |
| 152 | } |
| 153 | } |
| 154 | if(y < WORLD_Y-1) { |
| 155 | if((Map[x][y+1]&LOMASK) < WATER_LOW || (Map[x][y+1]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ |
| 156 | continue; |
| 157 | } |
| 158 | } |
| 159 | Map[x][y]=RIVER; /* make it a river */ |
| 160 | } |
| 161 | } |
| 162 | } |
| 163 | for(x=0;x < WORLD_X;x++) { |
| 164 | for(y=0;y < WORLD_Y;y++) { |
| 165 | if((Map[x][y]&LOMASK) >= WOODS_LOW && (Map[x][y]&LOMASK) <= WOODS_HIGH) { /* if woods */ |
| 166 | if(x > 0) { |
| 167 | if(Map[x-1][y] == RIVER || Map[x-1][y] == CHANNEL) { /* if nearest object is water */ |
| 168 | Map[x][y]=REDGE; /* make it water's edge */ |
| 169 | continue; |
| 170 | } |
| 171 | } |
| 172 | if(x < WORLD_X-1) { |
| 173 | if(Map[x+1][y] == RIVER || Map[x+1][y] == CHANNEL) { /* if nearest object is water */ |
| 174 | Map[x][y]=REDGE; /* make it water's edge */ |
| 175 | continue; |
| 176 | } |
| 177 | } |
| 178 | if(y > 0) { |
| 179 | if(Map[x][y-1] == RIVER || Map[x][y-1] == CHANNEL) { /* if nearest object is water */ |
| 180 | Map[x][y]=REDGE; /* make it water's edge */ |
| 181 | continue; |
| 182 | } |
| 183 | } |
| 184 | if(y < WORLD_Y-1) { |
| 185 | if(Map[x][y+1] == RIVER || Map[x][y+1] == CHANNEL) { /* if nearest object is water */ |
| 186 | Map[x][y]=REDGE; /* make it water's edge */ |
| 187 | continue; |
| 188 | } |
| 189 | } |
| 190 | } |
| 191 | } |
| 192 | } |
| 193 | } |
| 194 | |
| 195 | #define RADIUS 18 |
| 196 | |
| 197 | rax_MakeIsland() |
| 198 | { |
| 199 | register int x,y,z; |
| 200 | |
| 201 | for (x=0; x<WORLD_X; x++) |
| 202 | for (y=0; y<WORLD_Y; y++) |
| 203 | Map[x][y] = RIVER; |
| 204 | for (x=5; x<WORLD_X-5; x++) |
| 205 | for (y=5; y<WORLD_Y-5; y++) |
| 206 | Map[x][y] = 0; |
| 207 | for (x=0; x<WORLD_X-5; x+=2) { |
| 208 | MapX= x ; |
| 209 | MapY= rax_EGRand(RADIUS); |
| 210 | rax_BRivPlop(); |
| 211 | MapY= 90-rax_EGRand(RADIUS); |
| 212 | rax_BRivPlop(); |
| 213 | MapY= 0; |
| 214 | rax_SRivPlop(); |
| 215 | MapY= 94; |
| 216 | rax_SRivPlop(); |
| 217 | } |
| 218 | for (y=0; y<WORLD_Y-5; y+=2) { |
| 219 | MapY= y ; |
| 220 | MapX= rax_EGRand(RADIUS); |
| 221 | rax_BRivPlop(); |
| 222 | MapX= 110-rax_EGRand(RADIUS); |
| 223 | rax_BRivPlop(); |
| 224 | MapX= 0; |
| 225 | rax_SRivPlop(); |
| 226 | MapX= 114; |
| 227 | rax_SRivPlop(); |
| 228 | } |
| 229 | } |
| 230 | |
| 231 | rax_MakeLakes() |
| 232 | { |
| 233 | int Lim1, Lim2, t, z; |
| 234 | register int x, y; |
| 235 | |
| 236 | /* Lim1 = rax_GRand(10); /**/ |
| 237 | Lim1=lakeLevel/2; |
| 238 | for (t = 0; t < Lim1; t++) { |
| 239 | x = rax_GRand(99) + 10; |
| 240 | y = rax_GRand(80) + 10; |
| 241 | Lim2 = rax_GRand(12)+2; |
| 242 | for (z = 0; z < Lim2; z++) { |
| 243 | MapX = x - 6 + rax_GRand(12); |
| 244 | MapY = y - 6 + rax_GRand(12); |
| 245 | if (rax_GRand(4)) rax_SRivPlop(); |
| 246 | else rax_BRivPlop(); |
| 247 | } |
| 248 | } |
| 249 | } |
| 250 | |
| 251 | rax_GetRandStart() |
| 252 | { |
| 253 | XStart = 40 + rax_GRand(40); |
| 254 | YStart = 33 + rax_GRand(33); |
| 255 | MapX = XStart; |
| 256 | MapY = YStart; |
| 257 | } |
| 258 | |
| 259 | rax_DoTrees() |
| 260 | { |
| 261 | int x,xloc,yloc; |
| 262 | |
| 263 | for(x=0;x < (treeLevel*3);x++) { |
| 264 | xloc=rax_GRand(119); |
| 265 | yloc=rax_GRand(99); |
| 266 | rax_TreeSplash(xloc,yloc); |
| 267 | } |
| 268 | rax_SmoothTrees(); |
| 269 | rax_SmoothTrees(); |
| 270 | } |
| 271 | |
| 272 | rax_TreeSplash(xloc,yloc) |
| 273 | int xloc,yloc; |
| 274 | { |
| 275 | int Dis, Dir; |
| 276 | register int xoff, yoff,z; |
| 277 | |
| 278 | Dis = rax_GRand(100+(treeLevel*2))+50; |
| 279 | MapX = xloc; |
| 280 | MapY = yloc; |
| 281 | for (z=0; z<Dis; z++) { |
| 282 | Dir = rax_GRand(7); |
| 283 | rax_MoveMap(Dir); |
| 284 | if (!(rax_TestBounds(MapX,MapY))) return; |
| 285 | if (Map[MapX][MapY] == 0) Map[MapX][MapY] = WOODS+ BLN; |
| 286 | } |
| 287 | } |
| 288 | |
| 289 | rax_SmoothRiver() |
| 290 | { |
| 291 | static int DX[4] = {-1, 0, 1, 0}; |
| 292 | static int DY[4] = { 0, 1, 0,-1}; |
| 293 | static int REdTab[16] = { 13+BL,13+BL,17+BL,15+BL,5+BL,2,19+BL, |
| 294 | 17+BL,9+BL,11+BL,2,13+BL,7+BL,9+BL,5+BL,2}; |
| 295 | int bitindex, z,Xtem,Ytem; |
| 296 | register int temp,MapX,MapY; |
| 297 | |
| 298 | for (MapX = 0; MapX < WORLD_X; MapX++) |
| 299 | for (MapY = 0; MapY < WORLD_Y; MapY++) |
| 300 | if (Map[MapX][MapY] == REDGE) { |
| 301 | bitindex = 0; |
| 302 | for (z=0; z<4; z++) { |
| 303 | bitindex = bitindex << 1; |
| 304 | Xtem = MapX + DX[z]; |
| 305 | Ytem = MapY + DY[z]; |
| 306 | if (rax_TestBounds(Xtem, Ytem)) |
| 307 | /* if(Map[Xtem][Ytem]) bitindex++; /* original code */ |
| 308 | if((Map[Xtem][Ytem]&LOMASK) && ((Map[Xtem][Ytem]&LOMASK) < WOODS_LOW || (Map[Xtem][Ytem]&LOMASK) > WOODS_HIGH)) bitindex++; /* new code - rax */ |
| 309 | } |
| 310 | temp = REdTab[bitindex & 15]; |
| 311 | if ((temp != 2) && (rax_GRand(1))) temp++; |
| 312 | Map[MapX][MapY] = temp; |
| 313 | } |
| 314 | } |
| 315 | |
| 316 | IsTree(cell) /* return TRUE or FALSE if cell value is a tree cell */ |
| 317 | register int cell; |
| 318 | { |
| 319 | if((cell&LOMASK) >= WOODS_LOW && (cell&LOMASK) <= WOODS_HIGH) return TRUE; else return FALSE; |
| 320 | } |
| 321 | |
| 322 | rax_SmoothTrees() |
| 323 | { |
| 324 | static int DX[4] = {-1, 0, 1, 0}; |
| 325 | static int DY[4] = { 0, 1, 0,-1}; |
| 326 | static int TEdTab[16] = {0,0,0,34,0,0,36,35,0,32,0,33,30,31,29,37}; |
| 327 | int bitindex, z,Xtem,Ytem; |
| 328 | register int temp,MapX,MapY; |
| 329 | |
| 330 | for (MapX = 0; MapX < WORLD_X; MapX++) |
| 331 | for (MapY = 0; MapY < WORLD_Y; MapY++) |
| 332 | if (IsTree(Map[MapX][MapY])) { |
| 333 | bitindex = 0; |
| 334 | for (z=0; z<4; z++) { |
| 335 | bitindex = bitindex << 1; |
| 336 | Xtem = MapX + DX[z]; |
| 337 | Ytem = MapY + DY[z]; |
| 338 | if (rax_TestBounds(Xtem, Ytem)) |
| 339 | if(IsTree(Map[Xtem][Ytem])) bitindex++; |
| 340 | |
| 341 | } |
| 342 | temp = TEdTab[bitindex & 15]; |
| 343 | if (temp) { |
| 344 | if (temp != 37) |
| 345 | if ((MapX+MapY) & 1) |
| 346 | temp = temp-8; |
| 347 | Map[MapX][MapY] = temp+BLN; |
| 348 | } |
| 349 | else Map[MapX][MapY] = temp; |
| 350 | } |
| 351 | } |
| 352 | |
| 353 | rax_DoRivers() |
| 354 | { |
| 355 | LastDir = rax_GRand(3); |
| 356 | Dir = LastDir; |
| 357 | rax_DoBRiv(); |
| 358 | MapX = XStart; |
| 359 | MapY = YStart; |
| 360 | LastDir = LastDir ^ 4; |
| 361 | Dir = LastDir; |
| 362 | rax_DoBRiv(); |
| 363 | MapX = XStart; |
| 364 | MapY = YStart; |
| 365 | LastDir = rax_GRand(3); |
| 366 | rax_DoSRiv(); |
| 367 | } |
| 368 | |
| 369 | rax_DoBRiv() |
| 370 | { |
| 371 | while(rax_TestBounds (MapX+4, MapY+4)) { |
| 372 | rax_BRivPlop(); |
| 373 | if(rax_GRand(curvLevel+10) < 10) { |
| 374 | Dir=LastDir; |
| 375 | } else { |
| 376 | if(rax_GRand(curvLevel+100) > 90) { |
| 377 | Dir++; |
| 378 | } |
| 379 | if(rax_GRand(curvLevel+100) > 90) { |
| 380 | Dir--; |
| 381 | } |
| 382 | } |
| 383 | rax_MoveMap(Dir); |
| 384 | } |
| 385 | } |
| 386 | |
| 387 | rax_DoSRiv() |
| 388 | { |
| 389 | while(rax_TestBounds (MapX+3, MapY+3)) { |
| 390 | rax_SRivPlop(); |
| 391 | if(rax_GRand(curvLevel+10) < 10) { |
| 392 | Dir=LastDir; |
| 393 | } else { |
| 394 | if(rax_GRand(curvLevel+100) > 90) { |
| 395 | Dir++; |
| 396 | } |
| 397 | if(rax_GRand(curvLevel+100) > 90) { |
| 398 | Dir--; |
| 399 | } |
| 400 | } |
| 401 | rax_MoveMap(Dir); |
| 402 | } |
| 403 | } |
| 404 | |
| 405 | rax_MoveMap (dir) |
| 406 | int dir; |
| 407 | { |
| 408 | static int DirTab[2][8] ={ { 0, 1, 1, 1, 0, -1, -1, -1}, |
| 409 | {-1,-1, 0, 1, 1, 1, 0, -1} }; |
| 410 | dir = dir & 7; |
| 411 | MapX += DirTab[0][dir]; |
| 412 | MapY += DirTab[1][dir]; |
| 413 | } |
| 414 | |
| 415 | |
| 416 | |
| 417 | |
| 418 | rax_BRivPlop() |
| 419 | { |
| 420 | static int BRMatrix[9][9] ={ |
| 421 | {0,0,0,3,3,3,0,0,0}, |
| 422 | {0,0,3,2,2,2,3,0,0}, |
| 423 | {0,3,2,2,2,2,2,3,0}, |
| 424 | {3,2,2,2,2,2,2,2,3}, |
| 425 | {3,2,2,2,4,2,2,2,3}, |
| 426 | {3,2,2,2,2,2,2,2,3}, |
| 427 | {0,3,2,2,2,2,2,3,0}, |
| 428 | {0,0,3,2,2,2,3,0,0}, |
| 429 | {0,0,0,3,3,3,0,0,0} }; |
| 430 | int x, y; |
| 431 | |
| 432 | for (x=0; x<9; x++) |
| 433 | for (y=0; y<9; y++) |
| 434 | rax_PutOnMap (BRMatrix[y][x], x, y); |
| 435 | } |
| 436 | |
| 437 | rax_SRivPlop() |
| 438 | { |
| 439 | static int SRMatrix[6][6] ={ |
| 440 | {0,0,3,3,0,0}, |
| 441 | {0,3,2,2,3,0}, |
| 442 | {3,2,2,2,2,3}, |
| 443 | {3,2,2,2,2,3}, |
| 444 | {0,3,2,2,3,0}, |
| 445 | {0,0,3,3,0,0} }; |
| 446 | int x, y; |
| 447 | |
| 448 | for (x=0; x<6; x++) |
| 449 | for (y=0; y<6; y++) |
| 450 | rax_PutOnMap (SRMatrix[y][x], x, y); |
| 451 | } |
| 452 | |
| 453 | rax_PutOnMap (Mchar, Xoff, Yoff) |
| 454 | int Mchar, Xoff, Yoff; |
| 455 | { |
| 456 | register int Xloc, Yloc, temp; |
| 457 | |
| 458 | if (Mchar == 0) return; |
| 459 | Xloc = MapX + Xoff; |
| 460 | Yloc = MapY + Yoff; |
| 461 | if (rax_TestBounds (Xloc, Yloc) == FALSE) return (FALSE); |
| 462 | if (temp = Map [Xloc][Yloc]) { |
| 463 | temp = temp & 1023; |
| 464 | if (temp == RIVER) |
| 465 | if (Mchar != CHANNEL) |
| 466 | return (FALSE); |
| 467 | if (temp == CHANNEL) return (FALSE); |
| 468 | } |
| 469 | Map [Xloc][Yloc] = Mchar; |
| 470 | } |
| 471 | |
| 472 | rax_TestBounds(x, y) |
| 473 | register int x, y; |
| 474 | { |
| 475 | if ((( x >= 0) && (x < WORLD_X)) && (( y >= 0) && (y < WORLD_Y))) |
| 476 | return (TRUE); |
| 477 | return (FALSE); |
| 478 | } |
| 479 | |
| 480 | |
| 481 | |
| 482 | rax_EGRand(limit) |
| 483 | int limit; |
| 484 | { |
| 485 | int x,z; |
| 486 | |
| 487 | z= rax_GRand(limit); |
| 488 | x= rax_GRand(limit); |
| 489 | if (z < x) return(z); |
| 490 | return(x); |
| 491 | } |
| 492 | |
| 493 | #define RANMASK 32767 |
| 494 | |
| 495 | rax_GRand(range) /* stupid but works */ |
| 496 | int range; |
| 497 | { |
| 498 | register x, newv, divisor; |
| 499 | |
| 500 | divisor = RANMASK/ (range+1); |
| 501 | newv = 0; |
| 502 | for (x=4; x!=0; x--) |
| 503 | newv += (GRanArray[x] = GRanArray[x-1]); |
| 504 | GRanArray[0] = newv; |
| 505 | x = (newv & RANMASK) / divisor; |
| 506 | if (x > range) return(range); |
| 507 | return(x); |
| 508 | } |